// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __NULL_RENDERER_H_ #define __NULL_RENDERER_H_ #include "Apex.h" /* This class is intended for use by command line tools that require an * APEX SDK. Apps which use this renderer should _NOT_ call * updateRenderResources() or dispatchRenderResources(). You _WILL_ * crash. */ namespace nvidia { namespace apex { class NullRenderResourceManager : public UserRenderResourceManager { public: UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc&) { return NULL; } UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc&) { return NULL; } UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc&) { return NULL; } UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc&) { return NULL; } UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc&) { return NULL; } UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc&) { return NULL; } UserRenderResource* createResource(const UserRenderResourceDesc&) { return NULL; } void releaseVertexBuffer(UserRenderVertexBuffer&) {} void releaseIndexBuffer(UserRenderIndexBuffer&) {} void releaseBoneBuffer(UserRenderBoneBuffer&) {} void releaseInstanceBuffer(UserRenderInstanceBuffer&) {} void releaseSpriteBuffer(UserRenderSpriteBuffer&) {} void releaseSurfaceBuffer(UserRenderSurfaceBuffer&) {} void releaseResource(UserRenderResource&) {} uint32_t getMaxBonesForMaterial(void*) { return 0; } /** \brief Get the sprite layout data */ virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, nvidia::apex::UserRenderSpriteBufferDesc* textureDescArray) { PX_UNUSED(spriteCount); PX_UNUSED(spriteSemanticsBitmap); PX_UNUSED(textureDescArray); return false; } /** \brief Get the instance layout data */ virtual bool getInstanceLayoutData(uint32_t particleCount, uint32_t particleSemanticsBitmap, nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray) { PX_UNUSED(particleCount); PX_UNUSED(particleSemanticsBitmap); PX_UNUSED(instanceDescArray); return false; } }; } } // end namespace nvidia::apex #endif